Amorphous Applause - All party members should have a fairly tight grouping, close to the boss. This is because Amorphous Applause is a massive AoE attack that will be impossible to dodge if you're standing too far away from him. It always faces backwards or to the sides.

Hydroball - A target is selected and all other members need to stack on them to mitigate damage.

Sea Swallows All/Concussive Oscillation - Lugat will go into the center and cast Sea Swallows All. This sucks you in, then immediately he will use his next attack. As soon as you get sucked in, start running back out towards safety.

Overflow/Hydroball - This is the opposite of his other combo. This time he will knock everyone back, then cast Hydroball. To make things easy, everyone should just run towards the middle of the room to ensure everyone gets there in time to stack up.

After the first boss, you'll be climbing across broken ships and fighting various groups of enemies. Aside from some annoying AoE attacks, these won't be too tough and you'll soon find yourself at the next boss.

The Governor is a shadowy boss, who likes to blast the arena with AoE attacks.

Shadowflow - The boss will walk to the center, cast the spell then sink into the ground while marking about 80% of the battle arena. You can still damage him, but be certain not to stand in the darkness!

Bloodburst - This is simply a party wide nuke, that deals several thousand damage so be prepared with a big heal after it hits.

Enter Night - He marks someone, then tethers them with a string of shadows. That person needs to get far away from the boss to break it. The tank may need to reposition the boss to make this possible.

Shadowsplit/Shadowflow - The boss summons small versions of himself, then casts Shadowflow. The boss and the miniatures sink into the ground covering about 95% of the floor in darkness. Get to the safe patches immediately then continue hitting the boss if possible.

The last section of the dungeon takes place in a jail and it's surrounding area. The pulls here will have several enemies, although it's typically one large one and several weaker ones. After the jail, you'll fight a group of dogs, then a large ghostly monster. The Captive is a mini-boss of sorts, but has no threatening mechanics outside of his AoE use.

This boss is all about positioning, so read on and be careful while fighting!

Morbid Advance/Morbid Retreat - The boss will cast Advance or Retreat. This will then force your character to take several steps forward, or backwards. When she casts this, make sure to position yourself somewhere so that if you walk forward or backwards, it won't be into an AoE.

Virgin Tears - This simply drops a huge AoE on the ground that she then usually combos with Morbid Advance/Retreat. As the fight goes on, more areas are marked with tears including a ring along the outside of the arena.

Somber Melody - Party wide AoE, simply heal up the damage with a AoE heal